M3 maps
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M3 maps
I was wondering if anybody could take M3 maps, specifically ramparts, defense over mygard, and tour de forts and re make them into m2 maps
- Baron LeDant
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- iron
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Theoretically its possible I guess.
When I last checked (years ago) there weren't any good tools to extract things like the texture, displacement, reflection and passability maps from the myth 3 meshes. Then there's the problem of Myth 3 models being a different format from Myth 2 models - they'd need to be converted somehow & again I don't know if there's tools around to do it.
When I last checked (years ago) there weren't any good tools to extract things like the texture, displacement, reflection and passability maps from the myth 3 meshes. Then there's the problem of Myth 3 models being a different format from Myth 2 models - they'd need to be converted somehow & again I don't know if there's tools around to do it.
- iron
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Well, as I said the reflection maps aren't perfect.
Also ... do those maps have shadows? Doesn't look like they do. Maybe increase the contrast of the colormaps in PS & see if that improves the look of them as well.
I did actually port that greenish map with the centre area a few years ago - I was going to use it in Frenzy. No idea how I did it, but I do recall that for some reason it was easier to extract than the other maps.
GJ Giz, looking forward to seeing the final result
Also ... do those maps have shadows? Doesn't look like they do. Maybe increase the contrast of the colormaps in PS & see if that improves the look of them as well.
I did actually port that greenish map with the centre area a few years ago - I was going to use it in Frenzy. No idea how I did it, but I do recall that for some reason it was easier to extract than the other maps.
GJ Giz, looking forward to seeing the final result
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few things about porting M3 maps to M2 (in case I never finish or die or something, or you just wanna have a go at it yourself)
- porting maps is pretty simple (once you know how its done) but getting them to look right in M2 is another story
- the reflectionmaps in M3 are larger then the actual surface of the water (the way the engine handles media is different) which means all reflectionmaps have to be redone, or fixed (to get rid of the problem seen in 1 of the screenshots)
- colormaps when ported (without the detail layers) do not look right in M2 (they're over detailed, to much contrast (usually dark) and have a large range of colors on em (since they're jpg in M3 they dont have to be indexed) this means a lot of work getting them to look "acceptable"
- maps with lots of models (like ramparts and tour the forts) probably wont be ported (or atleast not by me) the amount of work in porting all the models needed for 1 of those maps is simply to much, and some things that are possible with models in M3 arent possible in M2 (m3 allows interaction between units and models (a unit can walk over a model) in M2 this isnt possible).
now if only days were 36 hours, id have some time to work on this...
...Giz
- porting maps is pretty simple (once you know how its done) but getting them to look right in M2 is another story
- the reflectionmaps in M3 are larger then the actual surface of the water (the way the engine handles media is different) which means all reflectionmaps have to be redone, or fixed (to get rid of the problem seen in 1 of the screenshots)
- colormaps when ported (without the detail layers) do not look right in M2 (they're over detailed, to much contrast (usually dark) and have a large range of colors on em (since they're jpg in M3 they dont have to be indexed) this means a lot of work getting them to look "acceptable"
- maps with lots of models (like ramparts and tour the forts) probably wont be ported (or atleast not by me) the amount of work in porting all the models needed for 1 of those maps is simply to much, and some things that are possible with models in M3 arent possible in M2 (m3 allows interaction between units and models (a unit can walk over a model) in M2 this isnt possible).
now if only days were 36 hours, id have some time to work on this...
...Giz
wonder what you did, so far the only problem getting maps to run in M2 have been scripting problems (some M3 map actions made loathing crash without a way of removing them (myrd fixed this already)) so id be interested to know what made it different from the other maps...did actually port that greenish map with the centre area a few years ago - I was going to use it in Frenzy. No idea how I did it, but I do recall that for some reason it was easier to extract than the other maps.
...Giz